CompuServe Thread

#RIPPLE.PXP

3 messages in this thread
#73519From: Yost GroupDec 28, 1993 11:04 PM
I'll make a couple of assumptions here: You're using R2 of 3ds, and you want to do the "Animating the Ripple" tutorial that applies a morphing ripple on a flat grid. When you increase the length and width of the grid box, you might consider increasing the number of grids to get a better resolution to the grid. Don't forget to tessellate the grid as well. The size of the box used for the center point doesn't matter, since only the center point of that object is used by the PXP. The value in the Period field can be the same, but you'll have to increase the values in the Wavelength and Amplitude fields because they relate to the size of the object you're rippling. Just figure out how much larger your grid is to the one used in the tutorial, and multiply the values accordingly. (I'll let you figure out the math.) The # of Morphs can be exactly the same. Good luck! – Jack
#73520From: Michael LittleDec 28, 1993 11:29 PM
Jack, Thanks for the advice. I will let you know how it comes out. I do have a couple more questions. I am using 5 morphs for a 10 frame flic. I started to use 10 morphs but it was a bit too much for my box….I have a Zeos 486/50 with only 8 megs of RAM and a near full HD, which probably needs to be defragmented. It acted like it would maybe finish that meal sometime next spring, so I didn't finish it. When I want to render something that 8 Megs won't handle…like some of the mesh and project files I have downloaded in this forum, I use a machine at a local production house w/ 32 megs and it has Release 3.0 loaded. If I render my "large version" of the RIPPLE Tutorial using Release 3.0 will this effect my settings any or will they need to be the same. And since that box won't choke on a larger # of morphs, is there any improvement in the output qualtity if the # of morphs equals the number of frames rather than being HALF that number ? Thanks again, Mike
#73558From: Yost GroupDec 29, 1993 10:35 AM
First of all, you need to clear out some room on your hard disk, or we'll be seeing a message from you soon wondering why your system locked up during rendering. <g> You don't need to change any of your settings to render your morph on R3. However, from your description, I'm not sure you're picking up the concept of morphing. There's no point in creating 10 morph positions for a 10-frame animation. The whole _idea_ of morphing is that the computer creates the inbetween positions for you! All you need to supply are the extreme positions of the vertex movement. If you'll recall, one of the morph tuts bends a column over, and on the way back morphs only between the end and start position of the bend with none of the inbetween positions. In this case, you need a couple of inbetween meshes for the proper effect, but in many cases, you only need one or two inbetween meshes. Remember, the Keyframer creates inbetween renderings by moving the vertices in a straight line from one morph mesh to the next. – J